Xbox One eSRAM Can Cause Minor Issues Managing Render Targets – Adventure Time Dev
Vicious Cycle Software CEO also talks higher visual fidelity versus a better frame rate.
The Xbox One may have seen a range of new AAA announcements and reveals this past E3 but some issues still remain for developers to tussle with, including the much-discussed eSRAM that powers the console.
GamingBolt spoke to Eric Peterson, president/CEO and art director of Vicious Cycle Software which is working Adventure Time: Finn & Jake Investigations for current and previous gen platforms, about the console’s capabilities and obstacles faced while developing for the Xbox One.
Peterson stated that, “Working with the Xbox One can be challenging at times because it uses eSRAM compared to the PS4’s unified memory. This can cause minor issues managing render targets, where some post processing render targets end up within the slower memory on the system. With enough time, it is something that can be ironed out to ultimately achieve better performance.”
For now, the frame rate and resolution of the game on PS4 and Xbox One is still up in the air so don’t expect 1080p/60 FPS just yet. “We are in the process of determining what resolution and frame rate the game will be at this time. Our preference however, would be to provide a higher visual fidelity verses a faster frame rate. With a classic adventure style game, we don’t feel the frame rate is as vital to the game as the quality of the visuals, so we wouldn’t want to sacrifice them for the extra FPS.”
Adventure Time: Finn & Jake Investigations will be out in October 2015 for PC, PS3, PS4, Xbox 360, Xbox One, Wii U and 3DS.